Dawn chuckled, and then babbled, "I didn't find it embarrassing at all. I do see the High Radiance often, leading ceremonies or moving past where I'm cleaning. And I'm sure it was the High Radiance that decided I could be raised in the temple, but mostly I was cared for by a couple of the younger priests. Though I supposed that they couldn't be considered young any more, that would be me."
The babbling was fueled by her excitement at her first time being at a service other than the Spires of Morning. "I wonder how much will be different here."
Dawn chuckled, and then babbled, "I didn't find it embarrassing at all. I do see the High Radiance often, leading ceremonies or moving past where I'm cleaning. And I'm sure it was the High Radiance that decided I could be raised in the temple, but mostly I was cared for by a couple of the younger priests. Though I supposed that they couldn't be considered young any more, that would be me."
The babbling was fueled by her excitement at her first time being at a service other than the Spires of Morning. "I wonder how much will be different here."
He seems visibly relieved.
The Temple of Lathander stands where you had left it last - at the eastern edge of the town, its golden spire catching the morning rays and visible from the castle courtyard. Coming out of the gates and seeing it for the first time in relative daylight, it's clear to see the building is modest compared to the grand temple of Waterdeep, but it exudes a sense of peace and reverence. Its stone walls can now be seen to be adorned with carvings of the sun, and flowering vines climb the sides, their blossoms just beginning to open in the morning light.
Sir Isteval and yourself ascend the steps in silence, your footsteps and his cane strokes echoing softly in the stillness. Inside, the temple is filled with the scent of fresh flowers and beeswax candles. A spiral staircase leads to the second floor, where morning prayers are held. Glancing up, your eyes fill with wonder as sunlight streams down the staircase, as if beckoning you upward.
Reaching the top, you step into the half-dome prayer chamber. The open-air design allows the first rays of the sun to flood the space, bathing it in warm, golden light. The polished stone floor reflects the sky, creating the illusion of standing amidst the heavens. Around the edges of the chamber, acolytes and townsfolk kneel on cushions, their heads bowed in quiet devotion - the place where you would normally be a well, and reflexively begin to move toward until you feel a gentle touch on your shoulder. Turning, you see Sir Isteval smile, then gesture for you to follow him to the center of the chamber, where a simple altar stands. Upon it rests a golden chalice, a polished mirror, and a bouquet of fresh sunflowers. He kneels and gestures for you to do the same. You feel the eyes of the townsfolk and acolytes upon you, but from their expression feel only warmth and gentle curiosity. You feel… welcome, to be at the center of things.
As the sun crests the horizon, its light touches the chalice, causing it to glow with an almost divine brilliance. The gathered faithful begin their prayers, Sir Isteval leading, and the remaining faithful almost immediately following, their voices rising in a harmonious chant that fills the chamber with a sense of unity and hope. You close your eyes, and add your voice with the others, clear and pure, as you offer your devotion to the Morninglord. Never before have you felt his presence more acutely. You cannot hold back a tear of joy, and then another, one from each eye.
Sir Isteval’s gaze lingers on the horizon for a moment, his expression one of quiet contemplation. The light of Lathander touches his face, illuminating the faint lines of weariness and the deeper lines of wisdom. As the prayers rise to the heavens, he begins in silent prayer, but then erupts into a vocal one, clear and crisp, and immediately all in attendance fall quiet and listen respectfully as he beseeches the faithful to pray to the Morninglord for your safety, and the safety of your companions, as they undertake a most perilous but important journey beginning on this second day of Midsummer. The entire temple, without hesitation, add their prayers to his, for the same effect. You feel almost lifted into the air by their combined concern for your wellbeing, despite having no idea who you are, or what ‘perilous journey’ lies ahead of you. That Sir Isteval would call it so, must make it so. His prayer ends, and soon after theirs does too, the temple returns to singing harmoniously in the now full dawn light, and so do you.
The moment stretches, timeless and sacred, as the sun continues its ascent, and the faithful bask in the light of their god - you feel almost as though his gaze, in this moment, was focused squarely on you, and you alone. Another tear escapes your eye, and then another from its twin. You feel undeserving of his gaze, you feel ashamed almost to have such a gift, and immediately want to give it away. But then you feel his presence calm you. You are worthy of his gaze. You are sharing your gift.
As the final notes of the morning prayers fade into the still air, leaning into his cane, Sir Isteval rises from his kneeling position. His priestly robes shift softly with the movement, their golden embroidery catching the light of the now fully risen sun. He turns to you, but you remain seated for a moment longer, your eyes closed and your face serene as though savoring the lingering presence of the Morninglord.
“You honor Lathander with your devotion, Dawn,” he says warmly, his deep voice imbued with quiet reverence. “Come, let us return to the castle. Your companions will be waiting for you.”
You open your eyes, nod and rise, carefully adjusting your own robes. “Thank you, Sir Isteval,” you find yourself saying, softly. “The prayers were beautiful. I feel... renewed.”And you do.
(OOC: the entire party has the blessed condition until the next long rest, due to Sir Istevals prayers for your safety. It's apparently not a condition that can be added, so just note that whenever making a saving throw or attack roll, you can add a +1d4 to the roll, for the day.)
Together, you descend the spiral staircase, your footsteps and his cane strokes now echoing in the quickly emptying temple. Outside, the town of Daggerford is coming to life. Merchants arrange their wares in the marketplace, and the smell of fresh-baked bread wafts from nearby bakeries. A pair of children run past, laughing, their joy a quiet testament to the peace of the town.
The walk back to the castle is unhurried, unaware that you had already received a tour, Sir Isteval takes the time to point out what few landmarks he can on the way, sharing some small pieces of history about Daggerford that you mostly already heard. Nevertheless, you listen intently and respectfully.
When you reach the castle gates, the guards bow respectfully, opening the heavy iron doors to admit you. The halls are quiet but alive with subtle activity: servants bustling to prepare for the day, the faint clinking of dishes being set in the dining hall upstairs. The air carries the warm, savory aroma of additional breakfast foods being readied.
“Looks like I was wrong about being back before they awaken - I think I can hear them in the dining hall. Your friends will no doubt be eager to see you,” Sir Isteval says with a gentle smile. Instructing the butler, who has arrived for such instructions, he tells him to escort you the rest of the way. Then he turns back to you. “The dining hall awaits, and I suspect Morwen has ensured a feast befitting adventurers who have much ahead of them. Take care, Dawn. And good luck to you on your journey.”
Everyone but Dawn either came awake on their own, spending some time reading if they had meant to, and one by one found their way into the dining hall once more (OOC: please feel free to roleplay how the morning played out for you - if you decided to stay in your room reading you got another hour in before a servant eventually came to fetch you to the dining hall - Dawn, you of course arrived the way already described just in time to see the others still piling food on their plates)
"Welcome, please, sit, eat." Morwen's voice speaks to each of you as you arrive.
Reyna is already seated in the same place she was the night before, before leaving. It looks as though she's been there for at least a half hour, as her plate is emptied, and she's looking wistfully out one of the windows with a difficult to read expression. As the first of you enters, and then the next and so on, she smiles at each of you, adding her own form of welcome in a gesture to be seated at the table. She looks somewhat haggard, as if she'd hardly slept, but otherwise the same as the previous night.
Morwen Daggerford sits at the head of the table, her demeanor composed but her eyes betraying a hint of concern for the journey ahead. Kelson Darktreader, ever the ranger, selects his food with an eye for practicality, his plate modest yet balanced. Delfen Onbaral, the aged wizard, sips a steaming cup of tea, his gaze thoughtful as he quietly observes the group.
The dining hall of Castle Daggerford is alive with the soft morning light filtering through the tall, arched windows, casting a warm glow on the grand oak table. The table is laden with a breakfast spread that speaks both to Morwen Daggerford’s hospitality and the practical needs of adventurers preparing for a perilous journey.
At the center of the table rests a platter of roasted game birds, their golden-brown skin glistening with a light honey glaze, surrounded by sprigs of fresh herbs. Nearby, a stack of thick, crusty bread slices waits to be paired with pats of creamy butter and an assortment of jams—blackberry, plum, and a tangy citrus preserve. A large bowl of steaming porridge, flecked with dried fruits and nuts, offers a hearty and sustaining option, accompanied by a pitcher of fresh cream and a pot of honey.
For those with a taste for the exotic, a plate of smoked eel, delicately sliced and arranged with pickled onions and capers, sits alongside a platter of hard cheeses and cured meats, their savory aroma mingling with the scent of freshly brewed tea and coffee. A selection of fruits—crisp apples, juicy pears, and a handful of imported oranges—adds a splash of color to the table.
To drink, silver pitchers of chilled water infused with mint and lemon share space with a carafe of spiced cider, still warm from the hearth. Small bowls of nuts and dried berries are scattered across the table, easy to pocket for the road ahead.
The adventurers find themselves well-provisioned and well-fed, their plates piled with a little of everything. The atmosphere is one of quiet determination, the meal serving not only as sustenance but as a final moment of calm before the challenges of the Lizard Marsh and the mysteries of Crom’s Hold await.
"I have secured for you some of my finest horses, replete with resources for the journey ahead - you need not worry much about food, that's for sure - Jekk, who declined to be here... for... reasons... has placed your requested items amongst your saddlebags", Mowen says. (OOC: in reality, those should be on your characters person, as you can just give them to yourself if you haven't already - also, I haven't finished filling your horses with equipment yet, but I have for some of you - if you find your horse is empty, or nearly so, be patient, I'm working on it :)).
Delfen nods. "I took the liberty of giving each of you some potions, a few scrolls, and to those that can use them, other items of magical powers you'll find most useful against lizardmen, should you be forced to fight any. And of course, I've given each of you at least one of my scrolls of Non-Magical Jar Creation Mark II, some of you a few more than one," he looks to Gus as he says this. "Even though you'll likely only find phylacteries enough to make one such jar, suitable for any of the jams at this table, or the marmalades, or those figs, those nuts..."
Morwenclearsherthroat. In response, Delfen waves his hands in a gesture as if to say "Okay, okay," and sits down.
Kelson stands. "I as well have added something for each of you that I think should solve, or at least help to solve, the problem of being stealthy - I hope you find they fit. I had to spend sometime making a pair large enough for a goliath, but I think they'll do. I should add, even though you won't be arriving into the marsh until tomorrow, that if and when you do encounter any lizardmen that are hostile remember this - they are cold-blooded creatures. I say this not as a description of their malice - which, indeed, the leaders among their tribes, such as their shamans, tend to be quite malicious towards any that are not in their tribe - including other lizardmen normally. This is what makes Redeye so dangerous, he's a good enough leader to unite their tribes. Or, can be. Anyway. What I mean by cold-blooded is that they must rely on the warmth of the air around them, heated by the sun, to retain warmth in their bodies. If cooled, they are noticeably less dangerous. And they are quite vulnerable to cold damage.," he explains. "I hope that you will not need to use that knowledge, but if you do need to, I pray it keep you safe."
(OOC: Everything mentioned that has been given to you will eventually be on your horses, if they aren't already there)
Morwen looks to a nearby guard. "Please bring the prisoner to the dining hall. He should be allowed to eat as well. He's going to need his strength."
A little later, Feydon is led into the room, this time without restraints, and without injuries. It is the first time you've seen him thusly. However, in place of the powerful defiance and contempt you felt before he was broken by the geas, now sits a haunted wariness and a palpable feeling of resignation and of hopelessness. He makes no eye contact with anyone as he comes in, but does as he is instructed - and he is instructed, by Morwen, to have a seat and eat. He notably chooses a place as far away from everyone as possible, takes the first item of food he sees, and quietly nibbles on in, otherwise saying nothing.
Morwen looks concerned. Remembering what Darfin had said the night before about the thing they had forgotten to add, she clears her throat and addresses him with surprising sympathy. "For... what it's worth, Feydon. I..." she starts, seemingly having trouble finding the words. "I'm sorry," she says finally, unable to say more.
Feydon shoots her a look that for just a moment reminds the group of his prior defiance, but as she finishes her apology, his face softens. Then he simply just nods, almost imperceptibly, before resuming taking small bites from his food.
Reyna watches with clear concern of her own. She seems to want to say something, but can't find the words to, and can't seem to catch his eye contact. After a time, she gives up trying.
You sense this would be a good time for any final questions you have for anyone in attendance that's not going with you.
When everyone heads to bed Eltra follows suit having eaten his fill. He’d take nice hot bath and read one of the books about the north before going to bed. He’d read until he was tired, get his solid 7-8, and wake up at sunrise to record the days happenings in his journal. If there’s time before breakfast he’d read the book some more.
Noted - you get an hour in before bed and an hour before breakfast, before being summoned to the dining hall, choosing Survival in the Frontier: A guide to the harsh northern wilderness. You have the sense that, when finished, you'll be better equipped for survival in frozen terrains anywhere, but especially the Far North of the Sword Coast (Neverwinter, Luskan, etc).
(OOC: the entire party can add the blessed condition to your characters until the next long rest, due to Sir Istevals prayers for your safety.)
(OOC: I don't have the option for blessed condition)
Oh - okay, I'll be sure to add it then before you get going. If I can't figure how, we'll just have to remember to add a +1d4 roll to any attack rolls or saving throws made for the day.
EDIT: Yeah it seems the selection of conditions is limited to negative ones for some reason - very lame. Thats okay though! It's not too hard to remember a +1d4 to your attacks and saves, for the day - I'll try to remind everyone as needed, when needed (if needed... and... well... it'll probably be needed.... hint hint foreshadowing oooooooooo aaaaaaaa)
2nd. Edit: J/K - its possible it might not be needed. Possible.
3rd. Edit: It'll probably be needed.
4th Edit: When I say needed, I really mean 'useful'.
(OOC: Very beautiful prayer scene for Dawn! Dawns reactions as you wrote them were spot on, the same I would have posted, except mine would not have been as well written.)
Dawn was surprised at what was included for a "breakfast"! She selected modest servings for herself, though considering how active she would be today, she did have a sizable serving of meat to keep her going.
In response to Kelson's comments at providing something to help them be stealthy, Dawn says, "I hadn't known that we were going to need to be quiet when I was selecting my armor. I should change it for something quieter, perhaps when we get to Crom's Hold."
(OOC: she should change from AC 14 Scale with stealth disadvantage to the quieter AC 13 chain shirt for the same cost.)
Eltra finished up reading when the servant came to get him. He puts the book with his things and heads down to eat. Seeing the spread he loads his dish up with whatever he can get to fit on the dish. He climbs on the chair and begins eating. "I began reading a book last night and this morning, if you wouldn't mind me taking it along for the trip? I will return it when we get back if that's ok?"Eltra shovels more food into his mouth
Geren spent the evening before going to bed trying to learn as much as possible about the area they'd be adventuring in from the books in the rooms, especially the one about lizardfolk. Forewarned was forearmed.
When morning comes he takes the time to relax in bed after waking up, then goes through a few fencing exercises bathes, dresses, spends a few minutes visualizing the future he wants to bring about, and heads down for breakfast.
Geren listens to Morwen's explanation as he spreads plum jam on a slice of heavily-buttered bread.
Most of his questions have been answered but he waits to see if the others think of anything as he fills his plate.
Gus - awakens in the early morning hours, cracks the door to his room to let Cleo wander out if she so desires. He'll check the fire in the fireplace, stoking it if needed. Then he'll gather his spell boom, move to the desk and begin his regular morning studies.
After Cleo makes her way back to the room he'll chat with her to ask if she picked up on anything while out that he needs to know about. He'll change and the two of them will head back to the dining hall.
After Morwen speaks, before everyone leaves - Your grace, Lady Morwen, should we find ourselves in, let's say a face to face, life or death type of situation with this Redeye character, what might your feelings be if we presented him with an offer of parlay? Perhaps opening a dialogue of some willingness to entertain the idea of trade negotiations?
(OOC: Very beautiful prayer scene for Dawn! Dawns reactions as you wrote them were spot on, the same I would have posted, except mine would not have been as well written.)
Dawn was surprised at what was included for a "breakfast"! She selected modest servings for herself, though considering how active she would be today, she did have a sizable serving of meat to keep her going.
In response to Kelson's comments at providing something to help them be stealthy, Dawn says, "I hadn't known that we were going to need to be quiet when I was selecting my armor. I should change it for something quieter, perhaps when we get to Crom's Hold."
(OOC: she should change from AC 14 Scale with stealth disadvantage to the quieter AC 13 chain shirt for the same cost.)
(OOC: Thanks :))
The food is just as delicious as the previous night, maybe more so now that it can be enjoyed without quite so much attention on the group, nor tension in the air - just a feeling of trepidation everyone seems to share, even those not going with you; perhaps, especially those. Reyna keeps biting her lip, her cool confidence seems to have been replaced with lines of worry and concern. About what, or for what reason, it's hard to say.
Kelson, in response to your comment about armor, nods. "Indeed, today should not be a day to be overly concerned about stealth. Tomorrow, and the next, and the next... could be so. Though the boots I have provided will cancel out the effect that heavier armor has on stealth. But for one not wearing such armor in the first place, it will be even more effective. Trust in what maps Reyna provides - my understanding is she has a few. And, well, I think its safe to trust in your.. guide." He looks at Feydon, then back to the group.
"The Lizard Marsh is quite large. Many a traveler, beset by a healthy desire to explore, have found themselves lost within its borders, and never heard from again. Probably victims of lizardmen ambushes. You'll want to be most wary whenever you see the marshes appear to have areas of sudden deepwater. Bogs, and the like. There are dirt and mud paths crisscrossing much of the marshlands, enough that trudging through water shouldn't be necessary very often... but when it is.... be on your guard. I included two poles amongst two of the horses - I'm not sure who will get them. But whomever is leading should test for depths with one, and the other should be used by whomever is next, to test the depths of the waters to your sides - only when you're forced to travel into the waters, I mean. When you find that either pole is suddenly covered up to halfway or more of its ten feet of height, draw your weapons and be prepared. The tribals do not like to fight in prolonged engagements - they tend to just appear out of deeper waters, take advantage of your surprise to hurl javelins, then disappear back into the depths before you can respond. They repeat this until they have successfully repelled you, or wounded you enough to feel more confident about engaging in melee - something they prefer to let their warrior caste members do when present. Warriors will be less likely to flee, or engage in these 'guerilla tactics'. But they will if overpowered. The boots I have provided will make your footfalls silent ones. However, when trudging through the waters... their usefulness will diminish. If you see a continuation of a path that you can leap to, or perhaps find some other means to reach without going into the water, it is preferable to do so. I also included a ladder, which may be laid flatly across such a break in paths. Perhaps your... guide, will know of ways to avoid entering the water as well," he suggests, looking at Feydon, but not expecting him to speak. Feydon, sensing this, does not.
"Anyway. the closer you are getting to a village - which are often huts, camouflaged against the backdrop, but can be built into caves, or into old ruins, then the more often you'll find yourself harassed by tribals, and the more likely warriors and shaman will be amongst them. You can use that information as you will, but if it were me, I would attempt to move in ways where getting harassed becomes less frequent. That said, if you do stumble into a village center and slay the leader of that tribe, you'll no longer be beset by members of that specific tribe. They'll scatter into the winds. But that should not be your goal., and should not even be attempted if you see their leader has red scales - or, if he has decayed into a demi-lich, then he may be skeletal in appearance. It should be much more obvious if you are getting anywhere close to Redeye, however. His banners will be everywhere, and you''ll see patrols of lizardmen moving confidently above water instead of relying on ambushes - something that can be used to your advantage. Their overconfidence in their leader's invulnerability, I mean."
"Indeed," Delfen interrupts. "And should you find his phylactery, you'll have an excellent bargaining chip if you find yourself surrounded or engaged before you've had time to complete the ritual of creating a Non-Magical Jar, suitable for... er.. yes, you get the idea. Don't forget to bring toast!" he says instead, and sits back down.
Geren spent the evening before going to bed trying to learn as much as possible about the area they'd be adventuring in from the books in the rooms, especially the one about lizardfolk. Forewarned was forearmed.
When morning comes he takes the time to relax in bed after waking up, then goes through a few fencing exercises bathes, dresses, spends a few minutes visualizing the future he wants to bring about, and heads down for breakfast.
Geren listens to Morwen's explanation as he spreads plum jam on a slice of heavily-buttered bread.
Most of his questions have been answered but he waits to see if the others think of anything as he fills his plate.
Delfen nods approvingly as you spread the jam onto toast. Quite vigorously, in fact. "Good lad, good lad. See? He gets it."
Gus - awakens in the early morning hours, cracks the door to his room to let Cleo wander out if she so desires. He'll check the fire in the fireplace, stoking it if needed. Then he'll gather his spell boom, move to the desk and begin his regular morning studies.
After Cleo makes her way back to the room he'll chat with her to ask if she picked up on anything while out that he needs to know about. He'll change and the two of them will head back to the dining hall.
After Morwen speaks, before everyone leaves - Your grace, Lady Morwen, should we find ourselves in, let's say a face to face, life or death type of situation with this Redeye character, what might your feelings be if we presented him with an offer of parlay? Perhaps opening a dialogue of some willingness to entertain the idea of trade negotiations?
Morwen sighs. "If talking with him will mean you can escape with your lives, by all means. But I have no intention or interest in trading with a lich. He doesn't need to know that, however. If he seems open to talk, instead of butchering you on the spot, absolutely, say whatever you must to survive."
Reyna nods. "Indeed. And now, the maps," she pulls out a map case. "In addition to any you may have gotten from Kelson or Morwen, my employer has marked those locations of specific interest to him on this map. And I dare say, it is likely to be the most accurate of the lot - no offense to our host or to Kelson Darktreader. But my employer first came into prominence because of his masterfully crafted, and highly accurate maps. That said, the Lizard Marsh has always posed a problem for him in mapping out, for obvious reasons. This is the reason I'd like you - or, I should say, he'd like you - to read from this device, in the four-hour window centered on midnight. I've begun two hourglasses already, with the dawn bell. They're in your packs no, upright, and counting down. Whomever has one, do your best to turn it over ever time it runs out. If you miss a minute or two, its okay. But the closer to midnight you take the reading, the better. And even though you are likely to be in a keep for the night, he'd still like a reading taken from there, as a kind of baseline to compare to. You can let them run out overnight, so long as someone starts them up again at sunrise, which this time of year almost exactly coincides with the sixth hour. Do any of you have skill in cartography?"
Morwen sighs, but says nothing. Clearly she's less interested in Mr. V's interests than Daggerford's safety. Reyna, sensing this, turns to her. "Your grace, would it not benefit Daggerford to have more accurate maps of the Lizard Marsh? The constant thorn in your town's backside, finally thoroughly mapped out?"
She shrugs, but eventually nods, saying nothing else. Reyna turns back to the group and repeats her question about cartography skill...
(OOC: there's no need to have to tell me that you turn the hourglasses over, someone just volunteer to do it and state that you do so every hour and we'll just presume it to be happening).
Eltra finished up reading when the servant came to get him. He puts the book with his things and heads down to eat. Seeing the spread he loads his dish up with whatever he can get to fit on the dish. He climbs on the chair and begins eating. "I began reading a book last night and this morning, if you wouldn't mind me taking it along for the trip? I will return it when we get back if that's ok?"Eltra shovels more food into his mouth
"By all means, take whatever will help you from your rooms."
(OOC: as the tallest member of the party, I've given the ladder mentioned and one of the poles to Hnefa's horse. One other of you should have a pole as well, I forget which. You didn't get the exact same stuff, there's definitely variation, especially with regard to what Delfen gave out (the potions and scrolls) although everyone should have gotten 3 more greater healing potions, 2 scrolls of protection vs. humanoids (lizardmen are humanoids - at least the ones I've made are), and 1 scroll of protection against undead (liches are... yeah, you get it) - so if someone wants to make use of the ladder or second pole, just say so, and Hnefa will either give them to you, or use them accordingly. She's not dumb - 10 INT is average. So, she gets the idea. Anyway, the three arcane casters in the group got a Staff of Chilliness - should provide a lot more options for cold attacks - but then you got a little less other stuff. I gave Garen, for example, some +1 arrows, and some potion types I didn't give everyone, but I did for Hnefa. Feydon has been given some basic non-magical gear - and no jars or scrolls of Non-Magical Jar creation either. He may be trusted with a rapier, but by all means, do NOT feed him after midnight, or let him go anywhere NEAR a Non-Magical Jar..... er wait, that's from Gremlins, nevermind - he's not a gremlin. You can feed him after midnight. But yeah, keep him AWAY from the jars. I'm kidding, just in case that's not clear lol - gotta do what I gotta do to keep laughing :)).
Eltra finished up reading when the servant came to get him. He puts the book with his things and heads down to eat. Seeing the spread he loads his dish up with whatever he can get to fit on the dish. He climbs on the chair and begins eating. "I began reading a book last night and this morning, if you wouldn't mind me taking it along for the trip? I will return it when we get back if that's ok?"Eltra shovels more food into his mouth
"By all means, take whatever will help you from your rooms."
Geren manages to control himself so he's not leaving the mansion with everything he could carry (or pack on a horse), limiting himself to two book and a pair of (regrettably fake) gold and silver trade bars.
Gus - awakens in the early morning hours, cracks the door to his room to let Cleo wander out if she so desires. He'll check the fire in the fireplace, stoking it if needed. Then he'll gather his spell boom, move to the desk and begin his regular morning studies.
After Cleo makes her way back to the room he'll chat with her to ask if she picked up on anything while out that he needs to know about. He'll change and the two of them will head back to the dining hall.
After Morwen speaks, before everyone leaves - Your grace, Lady Morwen, should we find ourselves in, let's say a face to face, life or death type of situation with this Redeye character, what might your feelings be if we presented him with an offer of parlay? Perhaps opening a dialogue of some willingness to entertain the idea of trade negotiations?
Morwen sighs. "If talking with him will mean you can escape with your lives, by all means. But I have no intention or interest in trading with a lich. He doesn't need to know that, however. If he seems open to talk, instead of butchering you on the spot, absolutely, say whatever you must to survive."
Reyna nods. "Indeed. And now, the maps," she pulls out a map case. "In addition to any you may have gotten from Kelson or Morwen, my employer has marked those locations of specific interest to him on this map. And I dare say, it is likely to be the most accurate of the lot - no offense to our host or to Kelson Darktreader. But my employer first came into prominence because of his masterfully crafted, and highly accurate maps. That said, the Lizard Marsh has always posed a problem for him in mapping out, for obvious reasons. This is the reason I'd like you - or, I should say, he'd like you - to read from this device, in the four-hour window centered on midnight. I've begun two hourglasses already, with the dawn bell. They're in your packs no, upright, and counting down. Whomever has one, do your best to turn it over ever time it runs out. If you miss a minute or two, its okay. But the closer to midnight you take the reading, the better. And even though you are likely to be in a keep for the night, he'd still like a reading taken from there, as a kind of baseline to compare to. You can let them run out overnight, so long as someone starts them up again at sunrise, which this time of year almost exactly coincides with the sixth hour. Do any of you have skill in cartography?"
Morwen sighs, but says nothing. Clearly she's less interested in Mr. V's interests than Daggerford's safety. Reyna, sensing this, turns to her. "Your grace, would it not benefit Daggerford to have more accurate maps of the Lizard Marsh? The constant thorn in your town's backside, finally thoroughly mapped out?"
She shrugs, but eventually nods, saying nothing else. Reyna turns back to the group and repeats her question about cartography skill...
(OOC: there's no need to have to tell me that you turn the hourglasses over, someone just volunteer to do it and state that you do so every hour and we'll just presume it to be happening).
Bree raises her hand.
"I have cartography skills. Also as an experienced guide I should probably take point when we get to the marshes. Besides I already have one of the poles on my horse's pack."
Since it was allowed, Bree took both of the books in her room.
Gus - stands at the table, addressing the others, particularly the elder mages, I have an idea, not really sure if it's a good one and would like your input. As you know or may have guessed, madame Cleo is my familiar, a celestial that has taken the form of a cat. By casting the summoning spell again, Cleo and I can change her form, say into that of a swamp lizard or even an owl. One of the benefits of a familiar is that the mage can view through it's eyes and hear what it hears. If our main goal for Mr. V is scouting then, theoretically, once we get within range, we could sent Cleo in with me scouting the area through her. I report what I see and we never have to get too close. Theoretically speaking that is. He looks to the elder mages for input.
Gus - awakens in the early morning hours, cracks the door to his room to let Cleo wander out if she so desires. He'll check the fire in the fireplace, stoking it if needed. Then he'll gather his spell boom, move to the desk and begin his regular morning studies.
After Cleo makes her way back to the room he'll chat with her to ask if she picked up on anything while out that he needs to know about. He'll change and the two of them will head back to the dining hall.
After Morwen speaks, before everyone leaves - Your grace, Lady Morwen, should we find ourselves in, let's say a face to face, life or death type of situation with this Redeye character, what might your feelings be if we presented him with an offer of parlay? Perhaps opening a dialogue of some willingness to entertain the idea of trade negotiations?
Morwen sighs. "If talking with him will mean you can escape with your lives, by all means. But I have no intention or interest in trading with a lich. He doesn't need to know that, however. If he seems open to talk, instead of butchering you on the spot, absolutely, say whatever you must to survive."
Reyna nods. "Indeed. And now, the maps," she pulls out a map case. "In addition to any you may have gotten from Kelson or Morwen, my employer has marked those locations of specific interest to him on this map. And I dare say, it is likely to be the most accurate of the lot - no offense to our host or to Kelson Darktreader. But my employer first came into prominence because of his masterfully crafted, and highly accurate maps. That said, the Lizard Marsh has always posed a problem for him in mapping out, for obvious reasons. This is the reason I'd like you - or, I should say, he'd like you - to read from this device, in the four-hour window centered on midnight. I've begun two hourglasses already, with the dawn bell. They're in your packs no, upright, and counting down. Whomever has one, do your best to turn it over ever time it runs out. If you miss a minute or two, its okay. But the closer to midnight you take the reading, the better. And even though you are likely to be in a keep for the night, he'd still like a reading taken from there, as a kind of baseline to compare to. You can let them run out overnight, so long as someone starts them up again at sunrise, which this time of year almost exactly coincides with the sixth hour. Do any of you have skill in cartography?"
Morwen sighs, but says nothing. Clearly she's less interested in Mr. V's interests than Daggerford's safety. Reyna, sensing this, turns to her. "Your grace, would it not benefit Daggerford to have more accurate maps of the Lizard Marsh? The constant thorn in your town's backside, finally thoroughly mapped out?"
She shrugs, but eventually nods, saying nothing else. Reyna turns back to the group and repeats her question about cartography skill...
(OOC: there's no need to have to tell me that you turn the hourglasses over, someone just volunteer to do it and state that you do so every hour and we'll just presume it to be happening).
Bree raises her hand.
"I have cartography skills. Also as an experienced guide I should probably take point when we get to the marshes. Besides I already have one of the poles on my horse's pack."
Since it was allowed, Bree took both of the books in her room.
Reyna smiles. "Good - this will make it easier to explain," she approaches you with the instrument of her bosses design, and explains its usage. It's not complicated - in fact, it could be done without cartography skill. However, it's helpful to record them while also knowing precisely as you can know where you are according to the map she also hands to you. On it are marked 4 locations, at regularly spaced intervals, around the Marshes. You note that it seems like at least two of them are cave systems, or could be at least, as there is a well marked ridge there. Reyna confirms your suspicion that those locations should be caves. In fact, they may even be linked together, if the caves are deep enough. It's entirely possible, likely even, that a tribes center, its 'lair' so-to-speak, will be there if thats the case. Whether or not it's Redeye's lair is impossible to say, but should become clear when you get closer. In some ways, it will make sneaking around a lot easier if this is so, as opposed to trudging through waters. The two locations that are question marks are only of interest in there are visible ruins there - which there should be. She doesn't know how her employer knows these things - but she's compelling in her assessment that he's never usually wrong.
The job of recording the data will be easiest if someone records the numbers while you read them off, you note. Ink and paper have been provided to most of you, as well as an ink pen (they had no way of knowing what you already possessed, so if you already had some, now you have more).
As breakfast concludes, and you scoop up the last items of interest from your suites, you are met again in the courtyard by Morwen, Kelson, Delfen, and Reyna to see you off. Seven beautiful horses are lined up in the courtyard as well. One by one, Kelson bids you approach to meet your new steeds.
Pointing to Geren first, he hands him the reigns, and says: "This is Vaulting Ambition - may he see you through your trials ahead." You note the saddle bags are filled with everything you'd been told to expect and then some. Food and feed enough for a tenday, and plenty of fresh water as well, so you'll definitely not be in danger of starving or dehydrating.
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Dawn chuckled, and then babbled, "I didn't find it embarrassing at all. I do see the High Radiance often, leading ceremonies or moving past where I'm cleaning. And I'm sure it was the High Radiance that decided I could be raised in the temple, but mostly I was cared for by a couple of the younger priests. Though I supposed that they couldn't be considered young any more, that would be me."
The babbling was fueled by her excitement at her first time being at a service other than the Spires of Morning. "I wonder how much will be different here."
He seems visibly relieved.
The Temple of Lathander stands where you had left it last - at the eastern edge of the town, its golden spire catching the morning rays and visible from the castle courtyard. Coming out of the gates and seeing it for the first time in relative daylight, it's clear to see the building is modest compared to the grand temple of Waterdeep, but it exudes a sense of peace and reverence. Its stone walls can now be seen to be adorned with carvings of the sun, and flowering vines climb the sides, their blossoms just beginning to open in the morning light.
Sir Isteval and yourself ascend the steps in silence, your footsteps and his cane strokes echoing softly in the stillness. Inside, the temple is filled with the scent of fresh flowers and beeswax candles. A spiral staircase leads to the second floor, where morning prayers are held. Glancing up, your eyes fill with wonder as sunlight streams down the staircase, as if beckoning you upward.
Reaching the top, you step into the half-dome prayer chamber. The open-air design allows the first rays of the sun to flood the space, bathing it in warm, golden light. The polished stone floor reflects the sky, creating the illusion of standing amidst the heavens. Around the edges of the chamber, acolytes and townsfolk kneel on cushions, their heads bowed in quiet devotion - the place where you would normally be a well, and reflexively begin to move toward until you feel a gentle touch on your shoulder. Turning, you see Sir Isteval smile, then gesture for you to follow him to the center of the chamber, where a simple altar stands. Upon it rests a golden chalice, a polished mirror, and a bouquet of fresh sunflowers. He kneels and gestures for you to do the same. You feel the eyes of the townsfolk and acolytes upon you, but from their expression feel only warmth and gentle curiosity. You feel… welcome, to be at the center of things.
As the sun crests the horizon, its light touches the chalice, causing it to glow with an almost divine brilliance. The gathered faithful begin their prayers, Sir Isteval leading, and the remaining faithful almost immediately following, their voices rising in a harmonious chant that fills the chamber with a sense of unity and hope. You close your eyes, and add your voice with the others, clear and pure, as you offer your devotion to the Morninglord. Never before have you felt his presence more acutely. You cannot hold back a tear of joy, and then another, one from each eye.
Sir Isteval’s gaze lingers on the horizon for a moment, his expression one of quiet contemplation. The light of Lathander touches his face, illuminating the faint lines of weariness and the deeper lines of wisdom. As the prayers rise to the heavens, he begins in silent prayer, but then erupts into a vocal one, clear and crisp, and immediately all in attendance fall quiet and listen respectfully as he beseeches the faithful to pray to the Morninglord for your safety, and the safety of your companions, as they undertake a most perilous but important journey beginning on this second day of Midsummer. The entire temple, without hesitation, add their prayers to his, for the same effect. You feel almost lifted into the air by their combined concern for your wellbeing, despite having no idea who you are, or what ‘perilous journey’ lies ahead of you. That Sir Isteval would call it so, must make it so. His prayer ends, and soon after theirs does too, the temple returns to singing harmoniously in the now full dawn light, and so do you.
The moment stretches, timeless and sacred, as the sun continues its ascent, and the faithful bask in the light of their god - you feel almost as though his gaze, in this moment, was focused squarely on you, and you alone. Another tear escapes your eye, and then another from its twin. You feel undeserving of his gaze, you feel ashamed almost to have such a gift, and immediately want to give it away. But then you feel his presence calm you. You are worthy of his gaze. You are sharing your gift.
As the final notes of the morning prayers fade into the still air, leaning into his cane, Sir Isteval rises from his kneeling position. His priestly robes shift softly with the movement, their golden embroidery catching the light of the now fully risen sun. He turns to you, but you remain seated for a moment longer, your eyes closed and your face serene as though savoring the lingering presence of the Morninglord.
“You honor Lathander with your devotion, Dawn,” he says warmly, his deep voice imbued with quiet reverence. “Come, let us return to the castle. Your companions will be waiting for you.”
You open your eyes, nod and rise, carefully adjusting your own robes. “Thank you, Sir Isteval,” you find yourself saying, softly. “The prayers were beautiful. I feel... renewed.” And you do.
(OOC: the entire party has the blessed condition until the next long rest, due to Sir Istevals prayers for your safety. It's apparently not a condition that can be added, so just note that whenever making a saving throw or attack roll, you can add a +1d4 to the roll, for the day.)
Together, you descend the spiral staircase, your footsteps and his cane strokes now echoing in the quickly emptying temple. Outside, the town of Daggerford is coming to life. Merchants arrange their wares in the marketplace, and the smell of fresh-baked bread wafts from nearby bakeries. A pair of children run past, laughing, their joy a quiet testament to the peace of the town.
The walk back to the castle is unhurried, unaware that you had already received a tour, Sir Isteval takes the time to point out what few landmarks he can on the way, sharing some small pieces of history about Daggerford that you mostly already heard. Nevertheless, you listen intently and respectfully.
When you reach the castle gates, the guards bow respectfully, opening the heavy iron doors to admit you. The halls are quiet but alive with subtle activity: servants bustling to prepare for the day, the faint clinking of dishes being set in the dining hall upstairs. The air carries the warm, savory aroma of additional breakfast foods being readied.
“Looks like I was wrong about being back before they awaken - I think I can hear them in the dining hall. Your friends will no doubt be eager to see you,” Sir Isteval says with a gentle smile. Instructing the butler, who has arrived for such instructions, he tells him to escort you the rest of the way. Then he turns back to you. “The dining hall awaits, and I suspect Morwen has ensured a feast befitting adventurers who have much ahead of them. Take care, Dawn. And good luck to you on your journey.”
(OOC: Geren please feel free to roleplay anything else you did in the evening, I'm going to advance things to the morning for everyone now)
(OOC: the entire party can add the blessed condition to your characters until the next long rest, due to Sir Istevals prayers for your safety.)
(OOC: I don't have the option for blessed condition)
Everyone but Dawn either came awake on their own, spending some time reading if they had meant to, and one by one found their way into the dining hall once more (OOC: please feel free to roleplay how the morning played out for you - if you decided to stay in your room reading you got another hour in before a servant eventually came to fetch you to the dining hall - Dawn, you of course arrived the way already described just in time to see the others still piling food on their plates)
"Welcome, please, sit, eat." Morwen's voice speaks to each of you as you arrive.
Reyna is already seated in the same place she was the night before, before leaving. It looks as though she's been there for at least a half hour, as her plate is emptied, and she's looking wistfully out one of the windows with a difficult to read expression. As the first of you enters, and then the next and so on, she smiles at each of you, adding her own form of welcome in a gesture to be seated at the table. She looks somewhat haggard, as if she'd hardly slept, but otherwise the same as the previous night.
Morwen Daggerford sits at the head of the table, her demeanor composed but her eyes betraying a hint of concern for the journey ahead. Kelson Darktreader, ever the ranger, selects his food with an eye for practicality, his plate modest yet balanced. Delfen Onbaral, the aged wizard, sips a steaming cup of tea, his gaze thoughtful as he quietly observes the group.
The dining hall of Castle Daggerford is alive with the soft morning light filtering through the tall, arched windows, casting a warm glow on the grand oak table. The table is laden with a breakfast spread that speaks both to Morwen Daggerford’s hospitality and the practical needs of adventurers preparing for a perilous journey.
At the center of the table rests a platter of roasted game birds, their golden-brown skin glistening with a light honey glaze, surrounded by sprigs of fresh herbs. Nearby, a stack of thick, crusty bread slices waits to be paired with pats of creamy butter and an assortment of jams—blackberry, plum, and a tangy citrus preserve. A large bowl of steaming porridge, flecked with dried fruits and nuts, offers a hearty and sustaining option, accompanied by a pitcher of fresh cream and a pot of honey.
For those with a taste for the exotic, a plate of smoked eel, delicately sliced and arranged with pickled onions and capers, sits alongside a platter of hard cheeses and cured meats, their savory aroma mingling with the scent of freshly brewed tea and coffee. A selection of fruits—crisp apples, juicy pears, and a handful of imported oranges—adds a splash of color to the table.
To drink, silver pitchers of chilled water infused with mint and lemon share space with a carafe of spiced cider, still warm from the hearth. Small bowls of nuts and dried berries are scattered across the table, easy to pocket for the road ahead.
The adventurers find themselves well-provisioned and well-fed, their plates piled with a little of everything. The atmosphere is one of quiet determination, the meal serving not only as sustenance but as a final moment of calm before the challenges of the Lizard Marsh and the mysteries of Crom’s Hold await.
"I have secured for you some of my finest horses, replete with resources for the journey ahead - you need not worry much about food, that's for sure - Jekk, who declined to be here... for... reasons... has placed your requested items amongst your saddlebags", Mowen says. (OOC: in reality, those should be on your characters person, as you can just give them to yourself if you haven't already - also, I haven't finished filling your horses with equipment yet, but I have for some of you - if you find your horse is empty, or nearly so, be patient, I'm working on it :)).
Delfen nods. "I took the liberty of giving each of you some potions, a few scrolls, and to those that can use them, other items of magical powers you'll find most useful against lizardmen, should you be forced to fight any. And of course, I've given each of you at least one of my scrolls of Non-Magical Jar Creation Mark II, some of you a few more than one," he looks to Gus as he says this. "Even though you'll likely only find phylacteries enough to make one such jar, suitable for any of the jams at this table, or the marmalades, or those figs, those nuts..."
Morwen clears her throat. In response, Delfen waves his hands in a gesture as if to say "Okay, okay," and sits down.
Kelson stands. "I as well have added something for each of you that I think should solve, or at least help to solve, the problem of being stealthy - I hope you find they fit. I had to spend sometime making a pair large enough for a goliath, but I think they'll do. I should add, even though you won't be arriving into the marsh until tomorrow, that if and when you do encounter any lizardmen that are hostile remember this - they are cold-blooded creatures. I say this not as a description of their malice - which, indeed, the leaders among their tribes, such as their shamans, tend to be quite malicious towards any that are not in their tribe - including other lizardmen normally. This is what makes Redeye so dangerous, he's a good enough leader to unite their tribes. Or, can be. Anyway. What I mean by cold-blooded is that they must rely on the warmth of the air around them, heated by the sun, to retain warmth in their bodies. If cooled, they are noticeably less dangerous. And they are quite vulnerable to cold damage.," he explains. "I hope that you will not need to use that knowledge, but if you do need to, I pray it keep you safe."
(OOC: Everything mentioned that has been given to you will eventually be on your horses, if they aren't already there)
Morwen looks to a nearby guard. "Please bring the prisoner to the dining hall. He should be allowed to eat as well. He's going to need his strength."
A little later, Feydon is led into the room, this time without restraints, and without injuries. It is the first time you've seen him thusly. However, in place of the powerful defiance and contempt you felt before he was broken by the geas, now sits a haunted wariness and a palpable feeling of resignation and of hopelessness. He makes no eye contact with anyone as he comes in, but does as he is instructed - and he is instructed, by Morwen, to have a seat and eat. He notably chooses a place as far away from everyone as possible, takes the first item of food he sees, and quietly nibbles on in, otherwise saying nothing.
Morwen looks concerned. Remembering what Darfin had said the night before about the thing they had forgotten to add, she clears her throat and addresses him with surprising sympathy. "For... what it's worth, Feydon. I..." she starts, seemingly having trouble finding the words. "I'm sorry," she says finally, unable to say more.
Feydon shoots her a look that for just a moment reminds the group of his prior defiance, but as she finishes her apology, his face softens. Then he simply just nods, almost imperceptibly, before resuming taking small bites from his food.
Reyna watches with clear concern of her own. She seems to want to say something, but can't find the words to, and can't seem to catch his eye contact. After a time, she gives up trying.
You sense this would be a good time for any final questions you have for anyone in attendance that's not going with you.
Noted - you get an hour in before bed and an hour before breakfast, before being summoned to the dining hall, choosing Survival in the Frontier: A guide to the harsh northern wilderness. You have the sense that, when finished, you'll be better equipped for survival in frozen terrains anywhere, but especially the Far North of the Sword Coast (Neverwinter, Luskan, etc).
Oh - okay, I'll be sure to add it then before you get going. If I can't figure how, we'll just have to remember to add a +1d4 roll to any attack rolls or saving throws made for the day.
EDIT: Yeah it seems the selection of conditions is limited to negative ones for some reason - very lame. Thats okay though! It's not too hard to remember a +1d4 to your attacks and saves, for the day - I'll try to remind everyone as needed, when needed (if needed... and... well... it'll probably be needed.... hint hint foreshadowing oooooooooo aaaaaaaa)
2nd. Edit: J/K - its possible it might not be needed. Possible.
3rd. Edit: It'll probably be needed.
4th Edit: When I say needed, I really mean 'useful'.
(OOC: Very beautiful prayer scene for Dawn! Dawns reactions as you wrote them were spot on, the same I would have posted, except mine would not have been as well written.)
Dawn was surprised at what was included for a "breakfast"! She selected modest servings for herself, though considering how active she would be today, she did have a sizable serving of meat to keep her going.
In response to Kelson's comments at providing something to help them be stealthy, Dawn says, "I hadn't known that we were going to need to be quiet when I was selecting my armor. I should change it for something quieter, perhaps when we get to Crom's Hold."
(OOC: she should change from AC 14 Scale with stealth disadvantage to the quieter AC 13 chain shirt for the same cost.)
Eltra finished up reading when the servant came to get him. He puts the book with his things and heads down to eat. Seeing the spread he loads his dish up with whatever he can get to fit on the dish. He climbs on the chair and begins eating. "I began reading a book last night and this morning, if you wouldn't mind me taking it along for the trip? I will return it when we get back if that's ok?" Eltra shovels more food into his mouth
Geren spent the evening before going to bed trying to learn as much as possible about the area they'd be adventuring in from the books in the rooms, especially the one about lizardfolk. Forewarned was forearmed.
When morning comes he takes the time to relax in bed after waking up, then goes through a few fencing exercises bathes, dresses, spends a few minutes visualizing the future he wants to bring about, and heads down for breakfast.
Geren listens to Morwen's explanation as he spreads plum jam on a slice of heavily-buttered bread.
Most of his questions have been answered but he waits to see if the others think of anything as he fills his plate.
Gus - awakens in the early morning hours, cracks the door to his room to let Cleo wander out if she so desires. He'll check the fire in the fireplace, stoking it if needed. Then he'll gather his spell boom, move to the desk and begin his regular morning studies.
After Cleo makes her way back to the room he'll chat with her to ask if she picked up on anything while out that he needs to know about. He'll change and the two of them will head back to the dining hall.
After Morwen speaks, before everyone leaves - Your grace, Lady Morwen, should we find ourselves in, let's say a face to face, life or death type of situation with this Redeye character, what might your feelings be if we presented him with an offer of parlay? Perhaps opening a dialogue of some willingness to entertain the idea of trade negotiations?
(OOC: Thanks :))
The food is just as delicious as the previous night, maybe more so now that it can be enjoyed without quite so much attention on the group, nor tension in the air - just a feeling of trepidation everyone seems to share, even those not going with you; perhaps, especially those. Reyna keeps biting her lip, her cool confidence seems to have been replaced with lines of worry and concern. About what, or for what reason, it's hard to say.
Kelson, in response to your comment about armor, nods. "Indeed, today should not be a day to be overly concerned about stealth. Tomorrow, and the next, and the next... could be so. Though the boots I have provided will cancel out the effect that heavier armor has on stealth. But for one not wearing such armor in the first place, it will be even more effective. Trust in what maps Reyna provides - my understanding is she has a few. And, well, I think its safe to trust in your.. guide." He looks at Feydon, then back to the group.
"The Lizard Marsh is quite large. Many a traveler, beset by a healthy desire to explore, have found themselves lost within its borders, and never heard from again. Probably victims of lizardmen ambushes. You'll want to be most wary whenever you see the marshes appear to have areas of sudden deepwater. Bogs, and the like. There are dirt and mud paths crisscrossing much of the marshlands, enough that trudging through water shouldn't be necessary very often... but when it is.... be on your guard. I included two poles amongst two of the horses - I'm not sure who will get them. But whomever is leading should test for depths with one, and the other should be used by whomever is next, to test the depths of the waters to your sides - only when you're forced to travel into the waters, I mean. When you find that either pole is suddenly covered up to halfway or more of its ten feet of height, draw your weapons and be prepared. The tribals do not like to fight in prolonged engagements - they tend to just appear out of deeper waters, take advantage of your surprise to hurl javelins, then disappear back into the depths before you can respond. They repeat this until they have successfully repelled you, or wounded you enough to feel more confident about engaging in melee - something they prefer to let their warrior caste members do when present. Warriors will be less likely to flee, or engage in these 'guerilla tactics'. But they will if overpowered. The boots I have provided will make your footfalls silent ones. However, when trudging through the waters... their usefulness will diminish. If you see a continuation of a path that you can leap to, or perhaps find some other means to reach without going into the water, it is preferable to do so. I also included a ladder, which may be laid flatly across such a break in paths. Perhaps your... guide, will know of ways to avoid entering the water as well," he suggests, looking at Feydon, but not expecting him to speak. Feydon, sensing this, does not.
"Anyway. the closer you are getting to a village - which are often huts, camouflaged against the backdrop, but can be built into caves, or into old ruins, then the more often you'll find yourself harassed by tribals, and the more likely warriors and shaman will be amongst them. You can use that information as you will, but if it were me, I would attempt to move in ways where getting harassed becomes less frequent. That said, if you do stumble into a village center and slay the leader of that tribe, you'll no longer be beset by members of that specific tribe. They'll scatter into the winds. But that should not be your goal., and should not even be attempted if you see their leader has red scales - or, if he has decayed into a demi-lich, then he may be skeletal in appearance. It should be much more obvious if you are getting anywhere close to Redeye, however. His banners will be everywhere, and you''ll see patrols of lizardmen moving confidently above water instead of relying on ambushes - something that can be used to your advantage. Their overconfidence in their leader's invulnerability, I mean."
"Indeed," Delfen interrupts. "And should you find his phylactery, you'll have an excellent bargaining chip if you find yourself surrounded or engaged before you've had time to complete the ritual of creating a Non-Magical Jar, suitable for... er.. yes, you get the idea. Don't forget to bring toast!" he says instead, and sits back down.
Delfen nods approvingly as you spread the jam onto toast. Quite vigorously, in fact. "Good lad, good lad. See? He gets it."
Morwen sighs. "If talking with him will mean you can escape with your lives, by all means. But I have no intention or interest in trading with a lich. He doesn't need to know that, however. If he seems open to talk, instead of butchering you on the spot, absolutely, say whatever you must to survive."
Reyna nods. "Indeed. And now, the maps," she pulls out a map case. "In addition to any you may have gotten from Kelson or Morwen, my employer has marked those locations of specific interest to him on this map. And I dare say, it is likely to be the most accurate of the lot - no offense to our host or to Kelson Darktreader. But my employer first came into prominence because of his masterfully crafted, and highly accurate maps. That said, the Lizard Marsh has always posed a problem for him in mapping out, for obvious reasons. This is the reason I'd like you - or, I should say, he'd like you - to read from this device, in the four-hour window centered on midnight. I've begun two hourglasses already, with the dawn bell. They're in your packs no, upright, and counting down. Whomever has one, do your best to turn it over ever time it runs out. If you miss a minute or two, its okay. But the closer to midnight you take the reading, the better. And even though you are likely to be in a keep for the night, he'd still like a reading taken from there, as a kind of baseline to compare to. You can let them run out overnight, so long as someone starts them up again at sunrise, which this time of year almost exactly coincides with the sixth hour. Do any of you have skill in cartography?"
Morwen sighs, but says nothing. Clearly she's less interested in Mr. V's interests than Daggerford's safety. Reyna, sensing this, turns to her. "Your grace, would it not benefit Daggerford to have more accurate maps of the Lizard Marsh? The constant thorn in your town's backside, finally thoroughly mapped out?"
She shrugs, but eventually nods, saying nothing else. Reyna turns back to the group and repeats her question about cartography skill...
(OOC: there's no need to have to tell me that you turn the hourglasses over, someone just volunteer to do it and state that you do so every hour and we'll just presume it to be happening).
"By all means, take whatever will help you from your rooms."
(OOC: as the tallest member of the party, I've given the ladder mentioned and one of the poles to Hnefa's horse. One other of you should have a pole as well, I forget which. You didn't get the exact same stuff, there's definitely variation, especially with regard to what Delfen gave out (the potions and scrolls) although everyone should have gotten 3 more greater healing potions, 2 scrolls of protection vs. humanoids (lizardmen are humanoids - at least the ones I've made are), and 1 scroll of protection against undead (liches are... yeah, you get it) - so if someone wants to make use of the ladder or second pole, just say so, and Hnefa will either give them to you, or use them accordingly. She's not dumb - 10 INT is average. So, she gets the idea. Anyway, the three arcane casters in the group got a Staff of Chilliness - should provide a lot more options for cold attacks - but then you got a little less other stuff. I gave Garen, for example, some +1 arrows, and some potion types I didn't give everyone, but I did for Hnefa. Feydon has been given some basic non-magical gear - and no jars or scrolls of Non-Magical Jar creation either. He may be trusted with a rapier, but by all means, do NOT feed him after midnight, or let him go anywhere NEAR a Non-Magical Jar..... er wait, that's from Gremlins, nevermind - he's not a gremlin. You can feed him after midnight. But yeah, keep him AWAY from the jars. I'm kidding, just in case that's not clear lol - gotta do what I gotta do to keep laughing :)).
Geren manages to control himself so he's not leaving the mansion with everything he could carry (or pack on a horse), limiting himself to two book and a pair of (regrettably fake) gold and silver trade bars.
Bree raises her hand.
"I have cartography skills. Also as an experienced guide I should probably take point when we get to the marshes. Besides I already have one of the poles on my horse's pack."
Since it was allowed, Bree took both of the books in her room.
Gus - stands at the table, addressing the others, particularly the elder mages, I have an idea, not really sure if it's a good one and would like your input. As you know or may have guessed, madame Cleo is my familiar, a celestial that has taken the form of a cat. By casting the summoning spell again, Cleo and I can change her form, say into that of a swamp lizard or even an owl. One of the benefits of a familiar is that the mage can view through it's eyes and hear what it hears. If our main goal for Mr. V is scouting then, theoretically, once we get within range, we could sent Cleo in with me scouting the area through her. I report what I see and we never have to get too close. Theoretically speaking that is. He looks to the elder mages for input.
Reyna smiles. "Good - this will make it easier to explain," she approaches you with the instrument of her bosses design, and explains its usage. It's not complicated - in fact, it could be done without cartography skill. However, it's helpful to record them while also knowing precisely as you can know where you are according to the map she also hands to you. On it are marked 4 locations, at regularly spaced intervals, around the Marshes. You note that it seems like at least two of them are cave systems, or could be at least, as there is a well marked ridge there. Reyna confirms your suspicion that those locations should be caves. In fact, they may even be linked together, if the caves are deep enough. It's entirely possible, likely even, that a tribes center, its 'lair' so-to-speak, will be there if thats the case. Whether or not it's Redeye's lair is impossible to say, but should become clear when you get closer. In some ways, it will make sneaking around a lot easier if this is so, as opposed to trudging through waters. The two locations that are question marks are only of interest in there are visible ruins there - which there should be. She doesn't know how her employer knows these things - but she's compelling in her assessment that he's never usually wrong.
The job of recording the data will be easiest if someone records the numbers while you read them off, you note. Ink and paper have been provided to most of you, as well as an ink pen (they had no way of knowing what you already possessed, so if you already had some, now you have more).
As breakfast concludes, and you scoop up the last items of interest from your suites, you are met again in the courtyard by Morwen, Kelson, Delfen, and Reyna to see you off. Seven beautiful horses are lined up in the courtyard as well. One by one, Kelson bids you approach to meet your new steeds.
Pointing to Geren first, he hands him the reigns, and says: "This is Vaulting Ambition - may he see you through your trials ahead." You note the saddle bags are filled with everything you'd been told to expect and then some. Food and feed enough for a tenday, and plenty of fresh water as well, so you'll definitely not be in danger of starving or dehydrating.